This should help prevent breakage when the curl.h header is changed.
As far as I can tell this only increases the compile time by a hair, but prevents needing to create a PR every time curl.h gets updated. Alternatively I'm experimenting with CURL_STRICTER defined per a conversion with booto:
>booto | krakn: try having CURL_STRICTER defined for the build?
Credit goes to: flacs for the suggestion to include curl.h
Fix include
git diff --name-only already took care of only returning the name, so
the awk is unneeded and makes it return only empty file names.
Facepalm, I know. Sorry for this oversight.
(Also fixes something that lint didn't catch because of this)
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
Most modern Unix environments use 64-bit off_t by default: OpenBSD,
FreeBSD, OS X, and Linux libc implementations such as Musl.
glibc is the lone exception; it can default to 32 bits but this is
configurable by setting _FILE_OFFSET_BITS.
Avoiding the stat64()/fstat64() interfaces is desirable because they
are nonstandard and not implemented on many systems (including
OpenBSD and FreeBSD), and using 64 bits for stat()/fstat() is either
the default or trivial to set up.
CScript must be run as 64-bit regardless of the MSBuild bitness. Otherwise it won't find 64-bit Git installations.
However the "Sysnative" redirector is not available for 64-bit processes. So a fix is needed when 64-bit MSBuild is run.
The "ProgramFiles(x86)" Macro is only set for 64-bit, otherwise it is empty. Therefore it can be used as condition to check whether the current MSBuild process is 32 or 64-bit.
OS X uses a case insensitive filesystem by default: when I try to build,
a system header does #include <assert.h>, which picks up
Source/Core/Common/Assert.h. This only happens because CMakeLists adds
'${PROJECT_BINARY_DIR}/Source/Core/Common' as an include directory: in
an out-of-tree build, that directory contains no other source files, but
in an in-tree build PROJECT_BINARY_DIR is just the source root.
This is only used for scmrev.h. Change the include directory to
'${PROJECT_BINARY_DIR}/Source/Core' and the include to
"Common/scmrev.h", which is more consistent with normal headers anyway.
Fully opt-in, reports to analytics.dolphin-emu.org over SSL. Collects system
information and settings at Dolphin start time and game start time.
UI not implemented yet, so users are required to opt in through config editing.
allthough this is a mesa bug, this is a simple enough workaround for context
creation fails with EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR set.
Otherwise dolphin will fail to create 3.3+ core context with current mesa
version
EndPlayInput runs on the CPU thread so it can't directly call
UpdateWantDeterminism. PlayController also tries to ChangeDisc
from the CPU Thread which is also invalid. It now just pauses
execution and posts a request to the Host to fix it instead.
The Core itself also did dodgy things like PauseAndLock-ing
from the CPU Thread and SetState from EmuThread which have been
removed.
Fix Frame Advance and FifoPlayer pause/unpause/stop.
CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.
FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).
Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
bool is not always guaranteed to be the same size on every platform.
On some platforms it may be one byte, on others it can be 8 bytes if the
platform dictates it. It's implementation-defined.
This can be problematic when it comes to storing this
data to disk (it can also be space-inefficient, but that's not really an
issue). Also say for some reason you moved your savestates to another
platform, it's possible they won't load correctly due to differences in size.
This change stores all bools to savestates as if they were a byte in size
and handles the loading of them accordingly.